Savage Rifts

Playing Online Savage Rifts

lots of fun.


Finished a story about the above characters. Deciding on where to use it, free download fan fic, submit to PB?



While I look forward to a good campaign of Savage Rifts it seems it will be a while off.

More than likely starting next January/February.

We are into a new adventure in Deadlands.

See here: DEADLANDS – Saga of the Six

Getting ready to run Deadlands in November at Conquest Avalon.

The remainder of 2016 will be Deadlands!!


Savage Kits

For Rifts or any of our Savage Worlds games.

Savage Kits:

Blue = Power Points
Black = Bullet count
Three Bennies
Set of dice

Put these together for each player.



Check out that Pencil ;)

Commisioned Art
Mike Leonard

Palladium Books artist Mike Leonard created my Juicer I play online:


Savage Foes!

Rifts: Savage Foes of North America


The final book was released as PDF and I printed and am reading away. Prepare for Adventure!

Fade Town: Sagath

While we may not be actively playing in the world of the Dread Sea Dominions, Nal Sagath will make an appearance in our Rifts game.

Sagath was a hot bed of portal activity when our pirate crew passed through town.

In the game Rifts, Sagath is a Fade Town which appears in the Magic Zone from time to time.


Parts of Sagath are in ruin, others are in perfect shape. The old toilets of the city center are one passageway to the underground nexus point.


Leading down to an underground network of tunnels.



One of the passages heads into a nexus chamber.

While on Rifts Earth the above ground ley line is visible.


The other, more dangerous and “exciting” path to the underground nexus is from the park area at the center of town.


Of note: Nal Sagath is from the Swords and Sorcery world of the Dread Seas…there are no trains there. Why, while on Earth, there are tracks is unknown. Yet another anomaly of this fade town.

The Nil Admirari

One of the many ways around Rifts Earth and beyond is aboard the Nil Admirari.

The Nil is a Techno Wizard powered Ley Line Skiff / Ship. Nihil admirari (or “Nil admirari”) is a Latin phrase. It means “to be surprised by nothing,” or in the imperative, “Let nothing astonish you.”

Captain Bojan Savage – (originally from the Beasts and Barbarians world where he was a Pirate who dabbled in Lotus Sorcery / Rifts Ley Line Walker).

Right click and View Image for larger view.

Notable Crew: Chuckles
John Gatling
The Odd Squad Members (The Player Characters).

More on the Nil:



Our whole game group is back in town (back in the USA)!


As I plan game material for Savage Rifts I am also working on the final two episodes of my Beast and Barbarians (Dreadlands) game.

After we wrap things up, our mighty pirate party in the land of swords and sorcery, we head closer to playing Rifts again.

As I wait for the last two new SR books to come out we continue to pirate along. After the pirate games we are headed into Cthulhu (Paul) and or OSRIC (Lang) for a while.

In the mean time I make NPC’s, write scenarios, and try to not post too much of it here. Yet.

Game on!


Thank you to Mike Leonard who made the Juicer for me.


As I wait for more Savage Worlds Riftsbooks to be released I have concentrated on my Beasts & Barbarians game (the Dreadlands).

Also re-reading or reading books.




Savage & Simple Rules

I have printed (double sided) and laminate several copies of the following for players to refer to while we play.



• Deal each Wild Card and group (bad guys) one card.
• Reshuffle the deck the round after a Joker is dealt.
• A Joker allows the character to act whenever he wants in a round, and adds a +2 to all his Trait (Traits are both Attributes & Skills) and damage rolls that round.

• A character may move up to his Pace and perform an action, such as making a hand-to-hand attack, firing a ranged weapon, or making a test of wills.
• A character may attempt additional actions, such as running, but incurs a -2 penalty to all Trait rolls for each additional action.

• The attacker makes a single Fighting roll. If the roll is equal to or greater than his target’s Parry, the attack hits (see Damage). A raise (4 points over what you need to succeed) on the attack roll adds +1d6 to the damage.

• The attacker makes a single Shooting roll and subtracts 2 for Medium range and 4 for Long range. If the roll is successful (TN 4 of more), the attack hits (see Damage). A raise on the attack roll adds +1d6 to the damage.

• If the damage is equal to or greater than the victim’s Toughness, he’s Shaken.
• A Shaken character who receives a second Shaken result is wounded.
• If the damage exceeds the victim’s Toughness by a raise, he’s Wounded. Wounded Extras are Incapacitated and removed from play. Wild Cards can suffer up to three wounds.
• When a Wild Card suffers more than three wounds, he falls unconscious for 1d6 days.

Aftermath & Healing
• A Healing roll on an injured Wild Card heals 1 wound with a success and 2 with a raise. If the roll is failed, the wound must heal naturally.
• Additional Magic or Psionic Healing is possible.

Test of Wills
• Intimidation: Opposed roll versus Spirit. Taunt: Opposed roll versus Smarts.

Setting Rules of note for Savage Rifts, Game Mastered by Dan Frederick

Wild Card – All Player Characters and Important NPC, both good and evil, are Wild Cards. Wild Cards roll a Wild Die (d6) with each of their rolls. Wild Cards have their own Bennies and can take more Wounds than Extras.

Fear / Horror Check – Spirit roll (TN is 4 unless otherwise stated). Success means the character is able to carry on. Failure means rolling on the Fright Table (page 98 of Main Savage Worlds book). Characters will become Jaded over time and not need to make fear checks against horrors already encountered.

Traits – Traits refers to both Attributes (Agility, Smarts, Spirit, Strength, and Vigor) & Skills.

Ace (Exploding die) – When one rolls a die and it lands on the max for that die it explodes and is rolled again. Example: a d6 rolls a 6, re-roll the d6 and it gets a 4, your final roll is a 10.

Raise – Rolling 4 points over what you need to succeed is a Raise.

TN – Target Number, the base TN is always a 4 unless the GM states otherwise.

Shaken – If a character is Shaken they are rattled, shocked and must make a Spirit roll to be effective. Once Shaken make a Spirit roll: Failure, free actions only, Success, no longer Shaken and act normally. Spending a Bennie removes Shaken. Try a Spirit roll before spending Bennie.

Modified Critical Failures – If a Wild Card rolls double 1’s on his die it is a Critical Failure! To re-roll costs TWO Bennies! Otherwise the GM will elaborate on the critical incident is that occurs.

Modified Jokers Wild – My Savage games use a deck of cards for Initiative order. My Initiative deck has 4 Jokers placed into it. The deck is shuffled the round after a Joker is dealt.

Power Points (ISP and PPE) – Power Points refer to both magic and psionic abilities. Recovery of Power Points is 1 per 30 minutes, unless the Edge Rapid Recharge is taken, 1 per 5 minutes.

Bennies – Players can use Bennies to A.) Re-roll any Trait test ie. Attributes test or Skill tests such as Shooting or saving versus a Horror Factor roll using Spirit. Keep highest result. B.) The Blood and Guts rule allows Players to re-roll their Damage roll. Keep highest result. C.) Soak Damage, a character may spend a Bennie to make a Soak roll, which is a Vigor check. A success and each raise reduces the number of wounds suffered from that attack by one. Characters can only make one Soak roll per attack, if a Soak roll eliminates 2 or 3 wounds for example a hero can’t make another Soak roll to eliminate the third wound. Although the Vigor roll can be re-rolled using a Bennie. D.) Extra Effort allows the character to spend a Bennie to add a d6 to a Trait roll. Attributes and Skills only. If done the roll cannot be re-rolled even with a Bennie.



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